When performed by Mario, he jumps diagonally upwards with more vertical range than horizontal. If the attack strikes an enemy during the jump, coins fly out of the enemy, and the foe receives several hits for up to about 13% damage fresh (15% in Smash 64). The coins' appearance is accompanied by the usual sound effect played in the Mario series when Mario grabs a coin. It is possible to "aim" the move straight up vertically by holding the Control Stick in the opposite direction that Mario is facing during the initial "spark" of the move's animation, and it can be angled more horizontally as well by aiming the control stick or D-Pad forward. Mario can hit opponents with the first hit of the move by aiming in the opposite direction upon the move's start-up, which only does set knockback and minimal damage, therefore having little use.

In the original Super Smash Bros, the move has a great vertical range (enough to go from the main platform of Dream Land to the top platform) and decent horizontal range if aimed forward. From Melee onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily edgeguarded. However, he can utilize his side special, wall jump, and respective downspecials to mitigate this nerf. It also has the aforementioned lower damage output since Melee, but can cancel itself into a wall upon startup, making it better for recovery mix-ups. In Brawl, the move has much more landing lag and has lost the ability to cancel itself into a wall, but the last hit has increased knockback which is capable of KOing at the upper blast line. As of Brawl, the move also possesses the autolink angle on the penultimate hits, allowing it to connect more reliably. In Smash 4, the move travels at a slightly better vertical distance, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several up aerials.

In Melee, Dr. Mario's version of the attack is nearly identical to Mario's, though it deals more knockback and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 13% damage fresh. However, the sound effect uses generic "hit" sounds instead of playing Mario's usual coin sound effect. Like Mario, Dr. Mario can also "aim" the move to change its angle somewhat. This move can be cancelled upon startup unlike Mario's, granting it combo ability, but it cannot be cancelled into a wall jump since Dr. Mario can't wall jump. It also travels less recovery distance than Mario's, forcing Dr. Mario to rely on his respective side and down specials compared to Mario, both of which also travel less distance than Mario's.

In Smash 4, Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, instead striking as a sex kick, dealing 13.44% damage at the start of the attack and 6.72% damage for the rest of the move. This can be considered a less extreme version of Luigi's version of Super Jump Punch. This move, if hit clean and aimed in the opposite direction, can potentially hit foes behind him, allowing him to avoid a possible punish after using the move or edgeguard foes offstage and recover at the same time, somewhat compensating for the removal of its cancelling technique. The move gains a significant landing lag nerf, similar to Mario's and Luigi's, hindering its safety if whiffed.

Luigi's version of the move behaves quite differently from both Mario and Dr. Mario's versions. The move has a rather large sourspot that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise sweetspot right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful Fire Jump Punch that makes the ping sound effect, dealing 25% damage with high knockback (enough to KO at around 60% damage or higher). The Fire Jump Punch, if used in the air is much weaker than if used on the ground, dealing 20% rather than 25% and considerably lower knockback, except in Smash 64. It is possible to combo with it by short hopping, performing an neutral aerial, and then using a sweetspotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sourspot anyone near him when doing so; however, the usefulness of this maneuver is questionable. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's vertical recovery move.

In the original Super Smash Bros., Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From Melee onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all, gaining less height compared to Smash 64 and losing the ability to be aimed. In Melee, specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added Green Missile and his Luigi Cyclone for horizontal recovery. From Brawl onward, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming helpless; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state, however the sweetspot is even harder to land than before, but with greater knockback. It covers considerably greater vertical distance than Mario's (in Melee and Brawl) and Dr. Mario's (in Melee) respective versions. It gains even less distance than before in Smash 4, with even more landing lag, and it does not KO until about 10% later due to its reduced base knockback. It is somewhat safer however, due to its reduced distance.

The move's sourspot may seem useless; however, in Time matches it can be used to steal KOs, as it will give Luigi the last hit on the opponent without changing their trajectory. Additionally, in Melee and Ultimate, the Luigi Ladder can be performed, where two Luigis can repeatedly hit each other with the sourspot of the attack to rise indefinitely, even above the upper blast line.

"Less jump than the Super Jump Punch, but with an explosive punch at the top."

1. Super Jump Punch

2. Super Jump

3. Ol' One-Two

"This rising punch may have no coins involved, but it's extra powerful at the start of the jump."

"A slow jump that travels higher. No attack power, but you can move horizontally."

"A burning uppercut. Not much height, but causes a powerful explosion at its peak."

Super Jump Punch: Default.

Super Jump: Deals no damage, but has less startup, increases the distance travelled, and has a wider range of angles, essentially looking like Mario's iconic jump. Rises faster when used in mid-air. While Mario's Super Jump further increases recovery distance (about to Smash 64 levels), Dr. Mario's Super Jump travels about the same distance as Mario's Super Jump Punch. Has significantly more ending lag and slightly more landing lag, but Mario's momentum is not halted at the end of the move as much.

Explosive Punch (Mario) / Ol' One-Two (Dr. Mario): Produces fire and explosive damage. It now does only two hits, 8% damage for the first hit and 13% damage for the second. A powerful KOing option, killing at around 96% from the ground. However, recovery distance is reduced, and the move can't be angled at all. The move has drastically increased ending lag, meaning Mario cannot be controlled for a long time after the move ends, and it also has slightly increased landing lag. However, it has significantly larger hitboxes, making it somewhat easier to connect with.

"Easier to get a critical hit at the start, but you don't jump as high."

"Can bury opponents on the way down, but no critical hits on the way up."

Super Jump Punch: Default.

Fiery Jump Punch: The sweetspot is much larger (2.2 -> 4.0 (ground) 2.7 -> 4.0 (air)), making it considerably easier to land. However it is weaker (25% (ground), 20% (air) -> 18% (ground), 15% (air)), has a worse angle (88º (ground), 90º (Air) -> 70º (ground), 75º air), kills over 40% later, grants less height and has more ending and landing lag. Oddly, it grants Luigi slight control of the angle of the jump, granting it horizontal recovery potential. This is not to be confused with the Fire Jump Punch, which is the regular Super Jump Punch hit at its sweetspot, although the two are related, having to do with the sweetspot of the original attack.

Burial Header: Loses the sweetspot but gains a new attack after the initial jump - Luigi falls much faster and can bury grounded opponents, allowing for potential follow-ups. With good positioning, the sourspot can combo into the descending hit and knock opponents away. Sends Luigi higher than his other up specials. Also has noticeably less ending lag. Hurts horizontal recovery due to the new fall speed. Also launches aerial opponents horizontally, though one might assume it is a meteor smash due to burying grounded opponents.

In Melee, if Mario is right next to a wall, the Super Jump Punch can be cancelled into a wall jump by tapping the opposite direction Mario is facing immediately after Mario begins to turn around after reaching the apex of his jump. This technique can be rather useful if Mario happens to be knocked very low while next to the wall on stages such as Yoshi's Story (such as when recovering from a meteor smash). It isn't easy to utilize however, due to requiring Mario to be right next to the wall before using the move. It also doesn't work at all on certain walls.

In Melee, Dr. Mario can cancel his Super Jump Punch. To perform this, a player must have Dr. Mario use his Super Jump Punch and then during the first four frames, quickly move the control stick in the opposite direction. Alternatively, the player can use Super Jump Punch such that Dr. Mario would jump backwards, and then press the control stick downward during the first few frames of the animation. This technique can be used for combos (similar to Fox's Reflector) or to shield cancel and punish the opponent for approaching or for trying to break the player's shield; however, its set knockback means that it cannot KO opponents.

The technique is still possible in Smash 4, but it requires the player to be under the effects of Witch Time or a timer.

In Melee, the coins for the Trophy Lottery as well as the "Game Over" screen look very similar to the coins that appear when using this move. This carries over to the Game Over screen in Brawl's Adventure and Classic Modes, as well as the Coin Launcher. Lastly, there is a Coin trophy in Melee.

This move is occasionally nicknamed as "Pay-Day Punch", given that Nintendo Power magazine gave this name to the move in its review for Super Smash Bros., referring to the coins flying out of the enemy when dealing damage. This is a reference to the move Pay Day used by Meowth in the Pokémon games, which also causes coins to spawn.

Prior to Smash 4, the coins that appear are 2D sprites that always face the screen on the pause menu.

In Ultimate, Luigi's Super Jump Punch is coded to bypass the interruptibility that his special fall landing normally has. Causing special fall with Pac-Jump's trampoline reveals that the landing lag is supposed to be interruptible on frame 31.

In Ultimate, the description of Dr. Mario's Super Jump Punch incorrectly states that it hits multiple times despite not being able to hit more than once since Smash 4.